Exemplo n.º 1
0
def ServerSetItemSaveGameData(caller: unrealsdk.UObject, idx: int,
                              def_data: unrealsdk.UObject, quantity: int,
                              equipped: bool, mark: int) -> None:
    item = caller.Spawn(def_data.ItemDefinition.InventoryClass)

    if item is None:
        return

    inv_pawn = caller.GetInventoryPawn()

    item.ItemLocation = 14
    item.InitializeFromDefinitionData(expand_item_definition_data(def_data),
                                      inv_pawn, False)
    item.Quantity = quantity
    item.SetMark(mark)
    item.GiveTo(inv_pawn, equipped)
Exemplo n.º 2
0
def ServerSetWeaponSaveGameData(caller: unrealsdk.UObject, idx: int,
                                def_data: unrealsdk.UObject, slot: int,
                                mark: int) -> None:
    weap = caller.Spawn(def_data.WeaponTypeDefinition.InventoryClass)

    if weap is None:
        return

    inv_pawn = caller.GetInventoryPawn()

    weap.ItemLocation = 14
    weap.InitializeFromDefinitionData(expand_weapon_definition_data(def_data),
                                      inv_pawn, False)
    weap.SetMark(mark)
    weap.StoredAmmo = 0
    inv_pawn.InvManager.PendingQuickSlot = slot
    weap.GiveTo(inv_pawn, slot != 0)